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| ==Compact Characters== | | ==Armor== |
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| Compact characters could be used for NPCs who only need combat stats and a few other qualities and abilities. All of the NPCs in a particular battle could fit on two facing pages of a book, possibly with other information about the battle, which would be convenient for the GM. A bestiary can have lots of playable creatures. Compact characters could fit on cards or leave room for explaining how to do basic actions and roll dice for beginning players. Compact characters can be simpler to create by hand than an SVG file (although SVG files are plain text and this can be automated by a script)
| | I think our example character should have armor. This would lengthen the character generation and combat examples, but I think this is important enough to warrant the extra effort. |
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| Do we need ''template CP, speed, agility, power, toughness and abilities''? We can easily put them in or leave them out by using the slash-notation (total/template numbers, as in "CP value: 151/105".) Template stats are important for PCs who gain experience but have maximum levels based on their template stats. This is much less important for NPCs. Template CP value is only needed to double-check changes that affect a character's CP. ''Variability'' is also important for PC development and much less relevant to NPCs.
| | :I am currently working on the Squawk RPG book, once the first rough draft is together I'll revisit MaM for this and other editorial enhancements. (I'm waiting for the rough draft to get done so I know what '''I''' need MaM to do.)[BFG] |
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| ''Stun'' and ''damage'' are unnecessary. ''Movement'' stats can be left out if they are 0. ''Melee defense'' may be unnecessary. The best defense of the character's weapons could be highlighted differently. ''Carrying capacity'', ''equipment mass'' and even ''encumbrance'' may be unnecessary. ''Offense, control, leverage'' and even ''heft'' are not necessary for minimal combat, but they can be useful for weapons that can be stolen.
| | ==Organization== |
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| A run-on-sentence format is very compact with either typewriter text or proportional fonts:
| | I have re-ordered the sections on the [[Mano a Mano|Table of Contents]] and [[Mano a Mano:Complete System|Complete System on One Page]] to reflect this. The broad overview of Gameplay is still first, followed by Action, Character Development, Character Creation and finally Game Design. We will probably want to make further changes so that the system makes sense when presented in this order. We may even want to move the example Ability and Equipment lists into Character Creation or even Character Development. [SL] |
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| | : Yeah, that's what I figured. Now it looks to me like perhaps even example occupations may need to be moved forward to at least character generation, and possibly into character development (since it's hard to imagine character development in MaM without the potential for new abilities, equipment, or occupations.) [BFG] |
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| Steven is a 151 CP, 95 kg adult male human robber.
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| He has 1.6 m height, 1 speed, 0 agility, 3 power,
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| 7 toughness, 2 unarmed combat, 4 one-handed weapons,
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| 2 craftsmanship, 2 hands (hand, 3 power, 2 attack,
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| 12 defense), 2 feet (3 power, 2 attack, 12 defense),
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| a machete (sharp, 0.5 kg, 3 heft, 5 power, 4 attack,
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| 14 defense), 3 kg carrying capacity, 0.5 kg equipment
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| mass, 0 encumbrance, 4 ground movement, 10 missile
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| defense and 14 stamina
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| | width="20" | || valign="top" |
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| Steven is a 151 CP, 95 kg adult male human robber.
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| He has 1.6 m height, 1 speed, 0 agility, 3 power,
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| 7 toughness, 2 unarmed combat, 4 one-handed weapons,
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| 2 craftsmanship, 2 hands (hand, 3 power, 2 attack,
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| 12 defense), 2 feet (3 power, 2 attack, 12 defense),
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| a machete (sharp, 0.5 kg, 3 heft, 5 power, 4 attack,
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| 14 defense), 3 kg carrying capacity, 0.5 kg equipment
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| mass, 0 encumbrance, 4 ground movement, 10 missile
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| defense and 14 stamina
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| |}
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| One stat or item per line is more like the way I would intuitively create a character on scratch paper:
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| Name: Steven
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| Age: adult
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| Sex: male
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| Template: human
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| Occupation: robber
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| unarmed combat: 2
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| one-handed weapons: 4
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| craftsmanship: 2
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| Height: 1.6 m
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| Mass: 95 kg | |
| Speed: 1
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| Agility: 0
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| Power: 3
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| Toughness: 7
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| CP value: 151
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| 2 hands: hand, 3 power, 2 attack, 12 defense
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| 2 feet: 3 power, 2 attack, 12 defense
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| 1 machete: sharp, 0.5 kg, 3 heft, 5 power, 4 attack, 14 defense
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| Carrying Capacity: 3kg
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| Equipment Mass: 0.5 kg
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| Encumbrance: 0
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| Ground Movement: 4
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| Missile Defense: 10
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| Stamina: 14
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| The ideal compact character sheet is probably a compromise. This character sheet is like the one-item per line, but it combines the description into a single line and does the same for abilities. (I don't know if changing "height" to "tall" and having an "Equipment:" heading are the best choices.)
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| Steven is an adult male human. He is a robber by trade. His mass is 95 kg and he is 1.6 m tall.
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| Speed: 1
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| Agility: 0
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| Power: 3
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| Toughness: 7
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| CP: 151/105
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| Abilities: unarmed combat 2, one-hand weapons 4, craftsmanship 2
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| Equipment:
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| 2 hands: hand, 3 power, 2 attack, 12 defense
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| 2 feet: 3 power, 2 attack, 12 defense
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| machete: sharp, 0.5 kg, 3 heft, 5 power, 4 attack, 14 defense
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| Carrying Capacity: 3 kg
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| Equipment Mass: 0.5 kg
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| Encumbrance: 0
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| Ground Movement: 4
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| Missile Defense: 10
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| Stamina: 14
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| This character sheet is more like the one-item-per-line, but combines name, age, sex and template into a sentence and uses the sentence format for stats ("1 speed") instead of the colon format ("speed: 1"). It ends up looking a little more like a recipe than a character I would write on scratch paper.
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| Steven is an adult male human robber. He has:
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| 95 kg mass
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| 1.6 m height
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| 1 speed
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| 0 agility
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| 3 power
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| 7 toughness
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| 151 CP
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| 2 unarmed combat
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| 4 one-handed weapons
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| 2 craftsmanship
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| 2 hands (hand, 3 power, 2 attack, 12 defense)
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| 2 feet (3 power, 2 attack, 12 defense)
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| 1 machete (sharp, 0.5 kg, 3 heft, 5 power, 4 attack, 14 defense)
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| 3 kg carrying capacity
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| 0.5 kg equipment mass
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| 0 encumbrance
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| 4 ground movement
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| 10 missile defense
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| 14 melee defense
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| 14 stamina
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| The next compromise is more like the sentence format but starts a new line for each new "subject": description, stats, abilities, items, combat stats. This is the most compact of these examples, because it leaves out the extra "is a" and "has a" verbiage of the sentence format:
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| Steven (151 CP, 95 kg, 1.6 m height, adult male human robber)
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| 1 speed, 0 agility, 3 power, 7 toughness
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| 2 unarmed combat, 4 one-handed weapons, 2 craftsmanship
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| 2 hands (hand, 3 power, 2 attack, 12 defense)
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| 2 feet (3 power, 2 attack, 12 defense)
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| 1 machete (sharp, 0.5 kg, 3 heft, 5 power, 4 attack, 14 defense)
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| 4 ground movement, 10 missile defense, 14 stamina
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| Notice that any of these formats are a little more compact and often more readable if you use a proportional font, although adding a line break without starting a new paragraph is not always easy (in mediawiki markup this is done with the <br> html tag):
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| Steven (151 CP, 95 kg, 1.6 m height, adult male human robber)<br>
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| 1 speed, 0 agility, 3 power, 7 toughness<br>
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| 2 unarmed combat, 4 one-handed weapons, 2 craftsmanship<br>
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| 2 hands (hand, 3 power, 2 attack, 12 defense)<br>
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| 2 feet (3 power, 2 attack, 12 defense)<br>
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| 1 machete (sharp, 0.5 kg, 3 heft, 5 power, 4 attack, 14 defense)<br>
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| 4 ground movement, 10 missile defense, 14 stamina<br>
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| :These last two I think are probably the best compact character sheet design. It's the sort of thing that would fit on a 3x5 card very intuitively, but also the information is well organized and easy to access. Should stamina be next to toughness on this design? -BFGalbraith
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| ==Editing Character Sheet== | | ==Editing Character Sheet== |
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| If you change the character sheet format when editing any of the following, you must update the others: | | If you change the character sheet format when editing any of the following, you must update the others: |
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| * [[Mano a Mano:Character Sheet|Blank Character Sheet]]
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| * [[Mano a Mano:Example Template|Example Template]] | | * [[Mano a Mano:Example Template|Example Template]] |
| * [[Mano a Mano:Example Character|Example Character]] | | * [[Mano a Mano:Example Character|Example Character]] |
I think our example character should have armor. This would lengthen the character generation and combat examples, but I think this is important enough to warrant the extra effort.
- I am currently working on the Squawk RPG book, once the first rough draft is together I'll revisit MaM for this and other editorial enhancements. (I'm waiting for the rough draft to get done so I know what I need MaM to do.)[BFG]
Organization[edit]
I have re-ordered the sections on the Table of Contents and Complete System on One Page to reflect this. The broad overview of Gameplay is still first, followed by Action, Character Development, Character Creation and finally Game Design. We will probably want to make further changes so that the system makes sense when presented in this order. We may even want to move the example Ability and Equipment lists into Character Creation or even Character Development. [SL]
- Yeah, that's what I figured. Now it looks to me like perhaps even example occupations may need to be moved forward to at least character generation, and possibly into character development (since it's hard to imagine character development in MaM without the potential for new abilities, equipment, or occupations.) [BFG]
Editing Character Sheet[edit]
If you change the character sheet format when editing any of the following, you must update the others:
Be sure you know which character sheet you are updating:
- The template creation example includes both the blank character sheet and the example template.
- The character creation example includes both the example template and the example character sheet.